DementedPurple wrote:
That would work otherwise, but I'm having a randomly generated level, where we can't base it on stuff like how long the user pressed a button.
There's no true source of randomness on the NES, seeing as memory tends to be all 0s or all 1s on power up, so the most straightforward seed you can get for a PRNG is one based on user input. Surely your game will have a title screen and maybe other menus before the actual game begins, so just count those frames and use the final result to seed the PRNG.
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So shifting bits would not only corrupt the data, having an EOR would make every single level have the exact same result.
The 6502 has very few registers, so most kinds logic will require you to swap values between CPU registers and RAM, there's no way around that.